Pathfinding rework

Pulled the whole thing apart and glued it back together
This commit is contained in:
juliuse98
2021-09-30 17:38:44 +02:00
parent c2f412b62e
commit 6deadb9c22
5 changed files with 400 additions and 103 deletions

View File

@@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PathNode
{
private Vector3 position;
public Vector2Int index;
public Vector2Int parentIndex;
private float scoreF;
private float scoreG;
private float scoreH;
public List<PathNode> neigbors;
public PathMap lowerLevel;
private bool hasLowerLevel = false;
private float conditionWeight = 1f;
private PathNode previous;
private bool blocked;
public PathNode()
{
neigbors = new List<PathNode>();
position = Vector3.zero;
scoreG = Mathf.Infinity;
scoreF = Mathf.Infinity;
scoreH = Mathf.Infinity;
}
public void activateNextLevel()
{
}
public Vector3 Position { get => position; set => position = value; }
public float Hscore { get => scoreH; set => scoreH = value; }
public float Gscore { get => scoreG; set => scoreG = value; }
public float Fscore { get => scoreF; set => scoreF = value; }
public PathNode Previous { get => previous; set => previous = value; }
public float ConditionWeight { get => conditionWeight; set => conditionWeight = value; }
public bool Blocked { get => blocked; set => blocked = value; }
public bool HasLowerLevel { get => hasLowerLevel; set => hasLowerLevel = value; }
}